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Thymus pseudohirsutus

Thymus pseudohirsutus

Thymus pseudohirsutus hits more softly than most perennial herbs: fewer than 1 in 10 perennial herbs in the game sit as low as its ATK of 15 at Lv 40. Its DEF stands out too: fewer than 1 in 10 of the category reach 33.

XP 100%SUN 120HP 150ThymuspseudohirsutusPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 44β˜€ 0Seral Persistencefree1Γ— / battleretreat β˜€23speed 0.43Basal RosetteactiveContractile RootsactiveCrown Divisionβš” 40β˜€ 2🌻Thymus pseudohirsutusThymus pseudohirsutusLVL 100

Overview

Thymus pseudohirsutus hits more softly than most perennial herbs: fewer than 1 in 10 perennial herbs in the game sit as low as its ATK of 15 at Lv 40. Its DEF stands out too: fewer than 1 in 10 of the category reach 33.

Thymus pseudohirsutus fights as a perennial herb (categories) in the Competitor succession group. It is native to Europe, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Crown Split β€” starter attack, 2 Sun. Splits at the crown and strikes from both. Expected damage: 36.
  • Seral Persistence β€” ability, free once per battle. Refuses to be replaced: heal 60%, and the foe can't heal.
  • Crown Division β€” advanced attack, 6 Sun. Splits the crown and strikes from both halves. Expected damage: 34.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Basal Rosette β€” from Lv 10. It gets +3 DEF.
  • Contractile Roots β€” from Lv 68. It gains +1 DEF every turn of the battle, up to +5.

Items and economy

  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its leaves, so a Nitrogen amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)83150
HP (native)96173
ATK (neutral)1525
DEF3383
Initiative370.61
Sustained tempo (SPD)260.43
Retreat cost (Sun)1223
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 12 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Succession matchups

Thymus pseudohirsutus is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 18 as a native and at Lv 22 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

Total power

Leveling trades speed for power. A plant’s tempo (SPD + INI, the turn-order edge) fades as it grows, while its power (HP + ATK + DEF, net of the rising Sun cost to retreat) climbs. The crossover is the level where power overtakes tempo: below it the plant is a fast skirmisher, above it a heavyweight. Shown for each stance this plant can actually hold β€” native adds a HP cushion, invasive an attack edge, neutral neither β€” with the card at its crossover and fully grown at LvΒ 100.

Nativepower overtakes tempo at Lv 18

CrossoverLv 18
HP
68
ATK
12
DEF
15
SPD
35.52
INI
50.62
Retreat
βˆ’8
Tempo86.14
Power87
Fully grownLv 100
HP
173
ATK
25
DEF
83
SPD
0.43
INI
0.61
Retreat
βˆ’23
Tempo1.04
Power258

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
63
ATK
12
DEF
18
SPD
33.81
INI
48.18
Retreat
βˆ’9
Tempo81.99
Power84
Fully grownLv 100
HP
150
ATK
25
DEF
83
SPD
0.43
INI
0.61
Retreat
βˆ’23
Tempo1.04
Power235

Sources

  1. Thymus pseudohirsutus on iNaturalist
  2. Thymus pseudohirsutus on Wikipedia
  3. Thymus pseudohirsutus on Plants of the World Online